I all ready place the objects first and call the mergeHouses function
after all the objects are loaded and placed.
When setting the useobjectSpace parameter to false the following
happens:

 http://labs.speak.nl/3d/away3d/example3.jpg

On 7 dec, 14:17, wsvdmeer <[email protected]> wrote:
> Oke changed the loop to :
>
> private function mergeHouses():void {
>     var arr:Array = getHouses()
>     var merge:Merge = new Merge(true,false, false);
>     var length:int = arr.length
>     for (var i:int = 1; i <length ;++i ) {
>         merge.apply(arr[0], arr[i])
>         scene.removeChild(arr[i])
>         trace("merge house0 + house" + i);
>         if (i == length - 1) {
>             trace("merging complete")
>         }
>     }
>
> }
>
> And only loaded a few houses on the rightside of the scene.
>
> The result was the same:
>
> http://labs.speak.nl/3d/away3d/example2.jpg
>
> On 7 dec, 13:55, Fabrice3D <[email protected]> wrote:
>
>
>
> > The loop
> > No need to make new Merge instance each iteration
> > place this line above loop start
>
> > > var merge:Merge = new Merge(true,false, false);
>
> > start at loop at 1, since arr[0] is receiver
> > then no need for a check on 0 iterration
>
> > The merge
> > the issue is a simple offset ScenePosition going wrong, may be simply  
> > because there is no position set on the models
> > before the merge, and since you pass first param as use ObjectSpace,  
> > only own offsets in geometry are used
>
> > Try set the positions before merge and then set useobjectSpace to  
> > false (first param), since you want world coordinates.
>
> > Fabrice
>
> > On Dec 7, 2009, at 1:24 PM, wsvdmeer wrote:
>
> > > Hey Fabrice,
>
> > > I've tested it like followed:
> > > I first load and place all the models in the scene.
> > > After all the models are loaded i use the following function(s) to
> > > weld stuff together:
>
> > > private function getHouses():Array {
> > >    var children:Array = scene.children
> > >    var array:Array = []
> > >    var length:int = children.length
> > >    for (var i:int = 0; i < length ; ++i) {
> > >    var child:Object3D = children[i]
> > >    var name:String = child.name
> > >    if (name == "house" ) {
> > >       array.push(child);
> > >    }
> > >    }
> > >    return array
> > > }
>
> > > private function mergeHouses():void {
> > >    var arr:Array = getHouses()
> > >    var length:int = arr.length
> > >    for (var i:int = 0; i <length ;++i ) {
> > >        var merge:Merge = new Merge(true,false, false);
> > >        if (i == 0) {
> > >        }else{
> > >        merge.apply(arr[0], arr[i])
> > >        scene.removeChild(arr[i])
> > >        trace("merge house0 + house" + i);
> > >    }
> > >    if (i == length - 1) {
> > >        trace("merging complete")
> > >    }
> > >    }
> > > }
>
> > > After the welding is complete the x,y,z rotations, positions and
> > > scales are all based uppon the first house's scale position etc.
>
> > >http://labs.speak.nl/3d/away3d/example.jpg
>
> > > On 7 dec, 12:14, Fabrice3D <[email protected]> wrote:
> > >> Can you extend a bit more on the definition of "skewed up"?
> > >> url, jpg's?
>
> > >> I also assume you do use latest trunk version (Merge class was  
> > >> updated
> > >> recently)
>
> > >> Fabrice
>
> > >> On Dec 7, 2009, at 10:36 AM, wsvdmeer wrote:
>
> > >>> Hey Fabrice,
>
> > >>> If i use the merge class the end model is all screwed up.
>
> > >>> On 4 dec, 10:47, Fabrice3D <[email protected]> wrote:
> > >>>>> I didn't have much luck with the MergeClass though!
>
> > >>>> what is the issue?
>
> > >>>> works exactly like Weld class
>
> > >>>> merge = new Merge
> > >>>> merge.apply(recievermesh, tobemergedmesh);
>
> > >>>> of course, you need not to addchild the "tobemergedmesh", instead  
> > >>>> you
> > >>>> need to destroy it
> > >>>> or keep for other purposes depending on what you want to do later  
> > >>>> on.
>
> > >>>> Fabrice
>
> > >>>> On Dec 3, 2009, at 1:36 PM, colouredfunk wrote:
>
> > >>>>> Hey Wsvdmeer!
>
> > >>>>> I'm having the same troubles, I fill my room walls with paintings,
> > >>>>> which massively kills the frame rate.
>
> > >>>>> Have you checked out the weld class? Might help on some of the
> > >>>>> imported 3d stuff. It helped kill some vertexes for me...
>
> > >>>>> for each (var child:Object3D in room.children)
> > >>>>> {
> > >>>>> var weld:Weld = new Weld()
> > >>>>> weld.apply(child)
> > >>>>> }
>
> > >>>>> It's quite cool as you can also see how many got delete...trace
> > >>>>> (weld.countvertices)
>
> > >>>>> I didn't have much luck with the MergeClass though!
>
> > >>>>> Good luck!
>
> > >>>>> On Dec 3, 12:07 pm, jimalliban <[email protected]> wrote:
> > >>>>>> Hi wsvdmeer
>
> > >>>>>> I just read a nifty trick the other day when investigating  
> > >>>>>> lighting
> > >>>>>> here:
>
> > >>>>>>http://www.everydayflash.com/blog/index.php/2008/04/26/light-
> > >>>>>> shading-...
>
> > >>>>>> If you set the stage.quality to StageQuality.LOW you can gain an
> > >>>>>> extra
> > >>>>>> few fps. This doesn't have any effect on the render quality.
>
> > >>>>>> Jim
>
> > >>>>>> On Dec 3, 9:36 am, wsvdmeer <[email protected]> wrote:
>
> > >>>>>>> Does nobody have some performance tweeks?
> > >>>>>>> It would be great to bundle all the optimization techniques at  
> > >>>>>>> one
> > >>>>>>> place so that other developers could benefit from it.
>
> > >>>>>>> On 16 nov, 22:00, wsvdmeer <[email protected]> wrote:
>
> > >>>>>>>> I'm trying to get as muchperformanceand memory gain out of the
> > >>>>>>>> project i'm working on.
> > >>>>>>>> My project uses around 40 low polygon md2 models with one UV
> > >>>>>>>> texture
> > >>>>>>>> per model, and i optimized
> > >>>>>>>> a lot with tweaking the textures and keeping the model polygon
> > >>>>>>>> count
> > >>>>>>>> as low as possible.
> > >>>>>>>> The problem i'm having is when the camera looks at multiple
> > >>>>>>>> models the
> > >>>>>>>> framerate drops and the memory usage is getting higher.
> > >>>>>>>> Are there tricks in tackeling this problem?- Hide quoted text -
>
> > >>>>>> - Show quoted text -

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